mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
183 lines
5.2 KiB
JavaScript
183 lines
5.2 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
|
|
|
|
507
|
|
%{
|
|
#include "StdH.h"
|
|
|
|
#define ECF_SPAWNERPROJECTILE ( \
|
|
((ECBI_BRUSH)<<ECB_TEST) |\
|
|
((ECBI_MODEL|ECBI_CORPSE|ECBI_ITEM|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID)<<ECB_PASS) |\
|
|
((ECBI_MODEL)<<ECB_IS))
|
|
#define EPF_SPAWNERPROJECTILE ( \
|
|
EPF_ONBLOCK_STOP|EPF_ORIENTEDBYGRAVITY|\
|
|
EPF_TRANSLATEDBYGRAVITY|EPF_MOVABLE)
|
|
|
|
%}
|
|
|
|
|
|
uses "EntitiesMP/BasicEffects";
|
|
uses "EntitiesMP/Summoner";
|
|
|
|
|
|
// input parameter for twister
|
|
event ESpawnerProjectile {
|
|
CEntityPointer penOwner, // entity which owns it
|
|
CEntityPointer penTemplate, // template of the enemy to be spawned
|
|
};
|
|
|
|
%{
|
|
void CSpawnerProjectile_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
|
|
{
|
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNON);
|
|
pdec->PrecacheModel(MODEL_INVISIBLE);
|
|
};
|
|
%}
|
|
|
|
class CSpawnerProjectile : CMovableModelEntity {
|
|
name "SpawnerProjectile";
|
|
thumbnail "";
|
|
features "ImplementsOnPrecache";
|
|
|
|
properties:
|
|
1 CEntityPointer m_penOwner, // entity which owns it
|
|
2 CEntityPointer m_penTemplate, // entity which owns it
|
|
4 FLOAT m_fSize = 0.0f, // for particle rendering
|
|
5 FLOAT m_fTimeAdjust = 0.0f, // for particle rendering
|
|
6 BOOL m_bExploding = FALSE,
|
|
7 FLOAT m_fExplosionDuration = 0.25f, // how long to explode
|
|
8 FLOAT m_tmExplosionBegin = 0.0f, // explosion beginning time
|
|
9 FLOAT m_tmSpawn = 0.0f, // for particle rendering
|
|
|
|
components:
|
|
|
|
1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
|
|
10 model MODEL_INVISIBLE "ModelsMP\\Enemies\\Summoner\\SpawnerProjectile\\Invisible.mdl",
|
|
|
|
functions:
|
|
|
|
void SpawnEntity()
|
|
{
|
|
CEntity *pen = NULL;
|
|
// copy template entity
|
|
pen = GetWorld()->CopyEntityInWorld( *m_penTemplate,
|
|
CPlacement3D(FLOAT3D(-32000.0f+FRnd()*200.0f, -32000.0f+FRnd()*200.0f, 0), ANGLE3D(0, 0, 0)) );
|
|
|
|
// change needed properties
|
|
pen->End();
|
|
|
|
CEnemyBase *peb = ((CEnemyBase*)pen);
|
|
peb->m_bTemplate = FALSE;
|
|
pen->Initialize();
|
|
|
|
// adjust circle radii to account for enemy size
|
|
FLOAT fEntityR = 0;
|
|
if (pen->en_pciCollisionInfo!=NULL) {
|
|
fEntityR = pen->en_pciCollisionInfo->GetMaxFloorRadius();
|
|
}
|
|
|
|
// teleport back
|
|
pen->Teleport(GetPlacement(), FALSE);
|
|
|
|
// initialize tactics
|
|
CEnemyBase &penMonster = (CEnemyBase &)*pen;
|
|
|
|
if (penMonster.m_penTacticsHolder != NULL) {
|
|
if (IsOfClass(penMonster.m_penTacticsHolder, "TacticsHolder")) {
|
|
penMonster.StartTacticsNow();
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
void Explode(void)
|
|
{
|
|
// spawn explosion
|
|
CPlacement3D plExplosion = GetPlacement();
|
|
CEntityPointer penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
|
|
ESpawnEffect eSpawnEffect;
|
|
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
eSpawnEffect.betType = BET_BOMB;
|
|
eSpawnEffect.vStretch = FLOAT3D(1.0f,1.0f,1.0f);
|
|
penExplosion->Initialize(eSpawnEffect);
|
|
|
|
// explosion debris
|
|
eSpawnEffect.betType = BET_EXPLOSION_DEBRIS;
|
|
CEntityPointer penExplosionDebris = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
|
|
penExplosionDebris->Initialize(eSpawnEffect);
|
|
|
|
// explosion smoke
|
|
eSpawnEffect.betType = BET_EXPLOSION_SMOKE;
|
|
CEntityPointer penExplosionSmoke = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
|
|
penExplosionSmoke->Initialize(eSpawnEffect);
|
|
|
|
/*
|
|
// spawn smoke effect
|
|
ESpawnEffect ese;
|
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
|
ese.betType = BET_CANNON;
|
|
ese.vStretch = FLOAT3D(1.0f, 1.0f, 1.0f);
|
|
CEntityPointer penEffect = CreateEntity(this->GetPlacement(), CLASS_BASIC_EFFECT);
|
|
penEffect->Initialize(ese);
|
|
*/
|
|
};
|
|
|
|
void RenderParticles(void) {
|
|
Particles_AfterBurner( this, m_tmSpawn, 1.0f, 1);
|
|
if (m_bExploding)
|
|
{
|
|
//Particles_SummonerProjectileExplode( this, m_fSize, m_tmExplosionBegin, m_fExplosionDuration, m_fTimeAdjust );
|
|
}
|
|
}
|
|
|
|
/************************************************************
|
|
* P R O C E D U R E S *
|
|
************************************************************/
|
|
procedures:
|
|
|
|
// --->>> MAIN
|
|
Main(ESpawnerProjectile esp) {
|
|
// remember the initial parameters
|
|
ASSERT(esp.penOwner!=NULL);
|
|
ASSERT(esp.penTemplate!=NULL);
|
|
ASSERT(IsDerivedFromClass(esp.penTemplate, "Enemy Base"));
|
|
m_penOwner = esp.penOwner;
|
|
m_penTemplate = esp.penTemplate;
|
|
|
|
m_fTimeAdjust = FRnd()*5.0f;
|
|
EntityInfo *pei = (EntityInfo*) (m_penTemplate->GetEntityInfo());
|
|
m_fSize = pei->vSourceCenter[1]*0.2f;
|
|
|
|
m_tmSpawn=_pTimer->CurrentTick();
|
|
|
|
// initialization
|
|
InitAsModel();
|
|
SetPhysicsFlags(EPF_SPAWNERPROJECTILE);
|
|
SetCollisionFlags(ECF_SPAWNERPROJECTILE);
|
|
SetFlags(GetFlags() | ENF_SEETHROUGH);
|
|
SetModel(MODEL_INVISIBLE);
|
|
|
|
Particles_AfterBurner_Prepare(this);
|
|
|
|
// loop untill touched something
|
|
wait() {
|
|
on (EBegin) : { resume; }
|
|
on (ETouch et) : { stop; }
|
|
otherwise (): { resume; }
|
|
}
|
|
|
|
m_bExploding = TRUE;
|
|
m_tmExplosionBegin = _pTimer->CurrentTick();
|
|
|
|
// wait for explosion to end and spawn the monster in the middle
|
|
SpawnEntity();
|
|
|
|
Explode();
|
|
|
|
SwitchToEditorModel();
|
|
autowait(4.0f);
|
|
Destroy();
|
|
|
|
return;
|
|
}
|
|
};
|